Originally Posted by
Sephrick
So their situation is this: they have people who spent a year doing nothing but grinding with the promise that changes were coming. They're designing a new version of the game but need an additional year to complete it. In the mean time they have a bunch of people who have been capped since before 1.19 now wanting something to do other than grind more, especially if they're going to be charged subs. With so many resources tied up in 2.0, options are limited.
They made the choice to make enough capped content for their capped community to keep them busy for a year. But what about new people? Capped players won't give a shit about mid level content, so why waste the resources to develop content few will play? Just look at the chocobo escort and level 30 GC leves. The only reason they're in the game is because they're carbon copies of the high level versions. Very little is needed to add them to the game.
So a decision had to be made, if the focus of v1 is going to be that capped crowd, then new players need to reach cap at a reasonable pace, especially since all of the v1 events will be gone or altered in v2.
Clinging to the idealism that "MMOs should be about leveling" just isn't a reality for XIV, and that realization has to come from looking at the bigger picture. They have to design for people who already earned their grind stripes but still not alienate potential new players in their "one-time event."
In an ideal world, XIV would have been released with fully-realized content for all level ranges, functioning party search and linkshell management tools, a complete storyline, stats that mattered, group events, a reasonable method of navigating the market wards and a myriad of other concepts that should be the bare bones basics of an MMORPG at this point in gaming.